Improving Floating-Point Precision in C# - Alan Zucconi
https://www.alanzucconi.com/2020/08/03/improving-floating-point/
#precision #math
https://www.alanzucconi.com/2020/08/03/improving-floating-point/
#precision #math
Alan Zucconi
Improving Floating-Point Precision in C# - Alan Zucconi
Learn about to improve the precision of C# floating-point types such as float and double. Very important if you are working on high-precision simulations.
Made this Burning Paper VFX in Unity and I think it could fit in a Fantasy game! Tutorial in the comments.
https://www.reddit.com/r/gamedev/comments/iowvj2/made_this_burning_paper_vfx_in_unity_and_i_think/
#shader #burning #book
https://www.reddit.com/r/gamedev/comments/iowvj2/made_this_burning_paper_vfx_in_unity_and_i_think/
#shader #burning #book
Reddit
From the gamedev community on Reddit: Made this Burning Paper VFX in Unity and I think it could fit in a Fantasy game! Tutorial…
Explore this post and more from the gamedev community
GitHub - komietty/unity-mesh-fragmentizer: unity runtime/editor mesh de-indexing library
https://github.com/komietty/unity-mesh-fragmentizer
#mesh #effect #fragmentizer
https://github.com/komietty/unity-mesh-fragmentizer
#mesh #effect #fragmentizer
GitHub
GitHub - komietty/unity-mesh-fragmentizer: Mesh de-indexing utility
Mesh de-indexing utility. Contribute to komietty/unity-mesh-fragmentizer development by creating an account on GitHub.
GitHub - Cyanilux/URP_BlitRenderFeature: Blit Render Feature for Universal RP's Forward Renderer. Set specific source/destination. Allows blit to happen after post processing with the After Rendering event
https://github.com/Cyanilux/URP_BlitRenderFeature
#blit #urp
https://github.com/Cyanilux/URP_BlitRenderFeature
#blit #urp
GitHub
GitHub - Cyanilux/URP_BlitRenderFeature: Blit Render Feature for Universal RP's Forward Renderer. Set specific source/destination…
Blit Render Feature for Universal RP's Forward Renderer. Set specific source/destination via camera source, ID string or RenderTexture asset. Also options for _InverseView matrix and _Camer...
A noscript to fix the horizontal FOV/orthographic size of a camera to a specified value in Unity
https://gist.github.com/yasirkula/a0df635b24b2e4503090c148567392fd
#fov #orthographic
https://gist.github.com/yasirkula/a0df635b24b2e4503090c148567392fd
#fov #orthographic
Gist
A noscript to fix the horizontal FOV/orthographic size of a camera to a specified value in Unity
A noscript to fix the horizontal FOV/orthographic size of a camera to a specified value in Unity - HorizontalCamera.cs
База данных на ScriptableObject c системой сейва/загрузки
https://m.habr.com/en/post/519078/
#save #load #noscriptable #object
https://m.habr.com/en/post/519078/
#save #load #noscriptable #object
Habr
База данных на ScriptableObject c системой сейва/загрузки
Введение
В каждой игре есть данные, с которыми работают гейм-дизайнеры. В рпг — это база данных айтемов, в матч-3 — стоимость в кристаллах инструментов из магазина, в экшенах — количество хп, на...
В каждой игре есть данные, с которыми работают гейм-дизайнеры. В рпг — это база данных айтемов, в матч-3 — стоимость в кристаллах инструментов из магазина, в экшенах — количество хп, на...
unitytips: Editor Coroutines
http://diegogiacomelli.com.br/unitytips-editor-coroutines/
#editor #coroutines
http://diegogiacomelli.com.br/unitytips-editor-coroutines/
#editor #coroutines
diegogiacomelli.com.br
unitytips: Editor Coroutines
Recently, I was doing a small experiment trying to run an CHIP-8 emulator inside the Unity Editor inspector window and for that I needed to update from times to time the inspector.
unitytips: Focused Inspector
http://diegogiacomelli.com.br/unitytips-focused-inspector/
#focused #inspector
http://diegogiacomelli.com.br/unitytips-focused-inspector/
#focused #inspector
diegogiacomelli.com.br
unitytips: Focused Inspector
Starting in Unity 2020.1, you can add a dedicated inspector window for a specific GameObject, Component, or Asset.
It always displays the properties of the item you opened it for, even if you select something else in the editor.
It always displays the properties of the item you opened it for, even if you select something else in the editor.
Use the predefined tag EditorOnly to get objects automatically removed in your builds. Pretty handy for debugging objects which you do not need in the build.
https://nitter.net/BinaryImpactG/status/1305808581795565568
#editor #tip
https://nitter.net/BinaryImpactG/status/1305808581795565568
#editor #tip
Nitter
Binary Impact (@BinaryImpactG)
#UnityTips Use the predefined tag EditorOnly to get objects automatically removed in your builds.
Pretty handy for debugging objects which you do not need in the release version.
#indiedev #gamedev
Pretty handy for debugging objects which you do not need in the release version.
#indiedev #gamedev
Combining UI Image's Sliced+Filled features together in Unity · GitHub
https://gist.github.com/yasirkula/391fa12bc173acdf5ac48c466f180708
#sliced #filled #image
https://gist.github.com/yasirkula/391fa12bc173acdf5ac48c466f180708
#sliced #filled #image
Gist
Combining UI Image's Sliced+Filled features together in Unity
Combining UI Image's Sliced+Filled features together in Unity - SlicedFilledImage.cs
GitHub - Ideefixze/Softbodies: Softbodies, jiggly items and other slimy stuff in Unity
https://github.com/Ideefixze/Softbodies
#softbodies
https://github.com/Ideefixze/Softbodies
#softbodies
GitHub
GitHub - Ideefixze/Softbodies: Softbodies, jiggly items and other slimy stuff in Unity
Softbodies, jiggly items and other slimy stuff in Unity - Ideefixze/Softbodies
Created 3D Stylized Water with Refraction and Foam Shader Graph in Unity engine - Tutorial link in comments
https://www.reddit.com/r/gamedev/comments/iwdk6j/created_3d_stylized_water_with_refraction_and/
#water #shader #graph
https://www.reddit.com/r/gamedev/comments/iwdk6j/created_3d_stylized_water_with_refraction_and/
#water #shader #graph
reddit
Created 3D Stylized Water with Refraction and Foam Shader Graph in...
Posted in r/gamedev by u/ramez86 • 1,343 points and 45 comments
New performance improvements in Unity 2020.2
https://blogs.unity3d.com/2020/09/21/new-performance-improvements-in-unity-2020-2/
#performance
https://blogs.unity3d.com/2020/09/21/new-performance-improvements-in-unity-2020-2/
#performance
Unity Blog
New performance improvements in Unity 2020.2 | Unity Blog
The Unity 2020.2 release features several optimizations that are now available for testing in beta. Read on to see where you can expect to see major speed-ups and get behind-the-scenes insights into what we’ve done to make these improvements.
Writing high…
Writing high…
GitHub - KampinKarl1/Simple-Inventory: Use this simple inventory and pickup system for prototyping your game
https://github.com/KampinKarl1/Simple-Inventory
#inventory #craft
https://github.com/KampinKarl1/Simple-Inventory
#inventory #craft
GitHub
GitHub - KampinKarl1/Simple-Inventory: Includes an Inventory, Pickups, Crafting, and Mining as well as a camera and unit controller…
Includes an Inventory, Pickups, Crafting, and Mining as well as a camera and unit controller, and an object spawner for creating environmental objects. - KampinKarl1/Simple-Inventory
Graphics.DrawProcedural
https://www.ronja-tutorials.com/2020/09/16/draw-procedural.html
#drawprocedural
https://www.ronja-tutorials.com/2020/09/16/draw-procedural.html
#drawprocedural
Ronja-Tutorials
Graphics.DrawProcedural
The last tutorial was about compute shader basics, how to generate values, read them back to the cpu and use them. One critical aspect in all that is that copying data from the cpu to the gpu (from the ram to the vram) or back takes some time, so wouldn’t…
GitHub - Elringus/SpriteDicing: Unity extension for reusing sprite texture areas
https://github.com/Elringus/SpriteDicing
#sprite #dicing
https://github.com/Elringus/SpriteDicing
#sprite #dicing
GitHub
GitHub - elringus/sprite-dicing: Cross-engine tool for lossless compression of sprites with identical regions
Cross-engine tool for lossless compression of sprites with identical regions - elringus/sprite-dicing
The Law of Leaky Abstractions – Joel on Software
https://www.joelonsoftware.com/2002/11/11/the-law-of-leaky-abstractions/
#leaky #abstractions
https://www.joelonsoftware.com/2002/11/11/the-law-of-leaky-abstractions/
#leaky #abstractions
Joel on Software
The Law of Leaky Abstractions
There’s a key piece of magic in the engineering of the Internet which you rely on every single day. It happens in the TCP protocol, one of the fundamental building blocks of the Internet. TCP…